Looking for equivalent of Fusion 360 Sweep with Path and Guiderail in Blender
You can actually do all this directly from a bezier curve object, mostly without any modifiers or destructive workflows.

You need the classic three-bezier curve objects system:


One for the actual $Body$ of the Tea Light





One defining its $Section$,





And one has a Taper Object to adjust the radius expansion interactively.




Assign them all to the correct slot of your body object, then play around with the taper shape to control the profile of the light.



For the Taper Object $Y$ coordinates of the points control the scaling ratio. At 
$Y=1$ there is no deformation, bellow that it reduces radius, and above it increases.



You can use Tilt to rotate the base. Adjust interpolation settings to improve smoothness.



This may require a conversion to mesh to take care of the closed cap at the base. Alternatively if you prefer avoiding the destructive last step, use a mesh object with an Array Modifier and Curve Modifier, deformed along the same "Body" curve, then use an End cap representing the base.